Annatar Giftbringer
Emperor Mongoose
So, here are some of my comments, questions and thoughts regarding High Guard. Some of this may have been posted in other threads, apologies if so.
The rules and comments for different types of hulls seem a bit short? Some types only get the table info and no further comments, but perhaps that changes when the configuration examples graph gets included?
The design sequence isn't too different from last time, but somehow it feels easier and more inviting to work with. Can't pinpoint why. Perhaps it's the language used, perhaps it helps that large parts of the chapter isn't huge tables to sift through. Changing power plants, drives and so on to a simpler format and moving away from the Class + tonnage helped and simplified things I'd say, well done! I no longer have to search through several large tables to find out what effect I get from my class H powerplant, the new table simply has a power per ton rating for different models, and drives too are much easier to read!
One suggestion I do have concerns the design order. Weapons are installed after power plants, meaning I might be almost done with my new ship class, only to discover that the weapon package I want requires more power. This means I gotta go from step 8 back down to step 3 to adjust power level so the ship works. Perhaps power plant should be one of the final things installed, just before cargo space? Not a huge deal the way it is now, but there will be times when some jumping back and forth is required.
It's interresting to see common areas as a separate entry nowadays. Of course it was possible to make larger common rooms earlier too, but the old standard was to just steal a ton from each stateroom to create them. Since staterooms are still drawn as 3 dtons, where's the additional tonnage gone? Corridors?
Now for a freezing question: what is the difference between cryo berths and emergency cryo berths? One displaces half a dton and is meant for passengers, the other takes four occupants, is 1 dTon and "made for emergencies", but what's stopping people from traveling in emergency berths during normal conditions? Is the operating console hidden behind a "in case of emergency, break glass" sign? Perhaps the regular ones are more comfortable, offer more privacy and have space for baggage?
Airlocks are smaller, it seems. In the current (old) version a standard airlock holds three people, as opposed to two in the new one. Two works for me I guess.
Smaller is not the only change. Their noticeably slower too. One minute to cycle compared to ten seconds from before. Quite a change.
"A ship may have one airlock for every 100 tons".
So, is this a rule now rather than a guideline? Or does this:
"Additional airlocks can be added" mean that 1 per 100 tons is standard, and more than this is optional?
Step 13: finalize the design is part of what I mentioned earlier. A section filled with friendly reminders and advice, makes the whole process feel lighter, easier and more fun!
More to come!
The rules and comments for different types of hulls seem a bit short? Some types only get the table info and no further comments, but perhaps that changes when the configuration examples graph gets included?
The design sequence isn't too different from last time, but somehow it feels easier and more inviting to work with. Can't pinpoint why. Perhaps it's the language used, perhaps it helps that large parts of the chapter isn't huge tables to sift through. Changing power plants, drives and so on to a simpler format and moving away from the Class + tonnage helped and simplified things I'd say, well done! I no longer have to search through several large tables to find out what effect I get from my class H powerplant, the new table simply has a power per ton rating for different models, and drives too are much easier to read!
One suggestion I do have concerns the design order. Weapons are installed after power plants, meaning I might be almost done with my new ship class, only to discover that the weapon package I want requires more power. This means I gotta go from step 8 back down to step 3 to adjust power level so the ship works. Perhaps power plant should be one of the final things installed, just before cargo space? Not a huge deal the way it is now, but there will be times when some jumping back and forth is required.
It's interresting to see common areas as a separate entry nowadays. Of course it was possible to make larger common rooms earlier too, but the old standard was to just steal a ton from each stateroom to create them. Since staterooms are still drawn as 3 dtons, where's the additional tonnage gone? Corridors?
Now for a freezing question: what is the difference between cryo berths and emergency cryo berths? One displaces half a dton and is meant for passengers, the other takes four occupants, is 1 dTon and "made for emergencies", but what's stopping people from traveling in emergency berths during normal conditions? Is the operating console hidden behind a "in case of emergency, break glass" sign? Perhaps the regular ones are more comfortable, offer more privacy and have space for baggage?
Airlocks are smaller, it seems. In the current (old) version a standard airlock holds three people, as opposed to two in the new one. Two works for me I guess.
Smaller is not the only change. Their noticeably slower too. One minute to cycle compared to ten seconds from before. Quite a change.
"A ship may have one airlock for every 100 tons".
So, is this a rule now rather than a guideline? Or does this:
"Additional airlocks can be added" mean that 1 per 100 tons is standard, and more than this is optional?
Step 13: finalize the design is part of what I mentioned earlier. A section filled with friendly reminders and advice, makes the whole process feel lighter, easier and more fun!
More to come!